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  1. #1

    Default The Blue and Gray - Rules

    Economics
    Each important town and city has a certain number of industrial points that can be used to manufacture any of the following:
    6lb Cannon = 1 industrial points, $5
    12lb Cannon = 2 industrial points, $15
    24lb Cannon = 4 industrial points, $30
    Rifle = 1 industrial point, $5
    Carbines = 1 industrial point, 5$
    Warship (small) = 100 industrial points, must be coastal town, $500
    Warship (medium) = 250 industrial points, must be coastal town, $1,000
    Warship (large) = 500 industrial points, must be coastal town, $2,000
    +3 Fort = 2,000 industrial points, $50,000
    Supply Wagon = 10 industrial points

    Recruitment
    $5,000 recruitment/$1,500 upkeep - 1 Company of Infantry (requires 100 rifles, 4 day recruitment)
    $7,500 recruitment/$2,000 upkeep – 1 AOR Infantry Company (requires 100 rifles, 4 day recruitment)
    $10,000 recruitment/$5,000 upkeep - 1 AOR Company of Cavalry (requires 100 carbines, 100 horses, 4 day recruitment)
    $7,500 recruitment/$2,000 upkeep - 1 Company of Cavalry (requires 100 carbines, 100 horses, 4 day recruitment)
    $2,500 recruitment/$1,000 upkeep - 1 Battery (requires 4 cannon, 2 horses, 2 day recruitment)
    *Upkeep is paid yearly

    General Rules
    1. One week is equivalent to four months in game.

    2. Each player may have three main characters, only one character may be above the rank of General to begin with. All characters must be fighting for the same cause.

    3. Character Skills:
    Officers
    Naval
    Field Battles Offensive (bayonet charges and such)
    Field Battles Defensive (behind earthworks/defenses and such)
    Ambush
    Charisma (negates attrition by adding +1)

    Spies
    Scouting
    Running Orders
    Sabotage

    4. Classes:
    Spy = used as a scout, runner, observer.
    Officer = a junior officer serving in a unit.
    Foot Soldier = Regular Joe, potential for advancement

    5. Capturing a capital deprives the nation of half the tax revenue and half the industrial points from the entire state.

    6. Stability in the north and south will depend on the actions taken by both sides. The population will react in a historically responsible way for any given action.

    7. RP ‘Freedom’ – less rules, more RP. If you want to do something, just do it, PM a moderator for clarification and simply make it happen. Note that your RP will have effects in game both positive and negative.

    8. Presidential ‘Round Robin’ – everyone player on a particular side shares the presidency. Every week a new players gets to roleplay either Abraham Lincoln or Jefferson Davis and make all the financial/government decisions. The President can also do things to try to destabilize the other side

    9. The Draft:
    A draft roll can be done once per year. Recruits from the draft cost ½ of normally recruited regulars. Draftee units have a -1 to all battle rolls in their first battle. The draft can be instated at any time and the rolls are as follows:
    North
    18-40 years of age: D20 x 4,000
    17-45 years of age: D20 x 5,000
    South
    18-40: D20 x 3,000
    17-45: D20 x 4,000

    10. Instability Rolls:
    Done any time a battle is lost, the draft is instated, or political mischief occurs. Out of a D20:
    1-5 = nothing happens
    6-10 = minor disruption
    11-15 = riots/banditry occurs (D20 x 500 for numbers and cities/areas involved)
    16-20 = major riots/major banditry (D20 x 1,000 for numbers and cities/areas involved)

    11. You may register historical characters or make up your own. Depending on their back stories they will be assigned traits by moderators. Back stories should be logical and realistic.

    Military Rules
    1. Supply: Armies require supply or else they will run low on necessary equipment and food. Each company size group of men require 1 supply wagon every turn (one week, four months in game) to receive enough supplies to continue fighting effectively or else they suffer attrition.

    2. Attrition: Armies suffering Attrition will have general negative modifiers added for how thin supplies are stretched per company that will affect battle rolls.
    1 supply wagon/company = 0
    1 supply wagon/2 companies = -1
    1 supply wagon/3 companies = -2
    1 supply wagon/4 companies = -3
    1 supply wagon/5 companies = -4
    Etc

    3. Foraging: The effectiveness of foraging for supplies will be rolled and approximated in supply wagons each day.
    Countryside: D20x10
    Town: D20x20
    City: D20x40
    When foraging occurs there’s a 5/20 chance of D20x100 militia ambushes occurring.

    4. Military Organization:
    1 Company = 100 men
    4-8 companies = 1 battalion
    10 companies = 1 regiment
    4 Regiments = 1 Brigade
    3-5 brigades = 1 Division
    1-3 Divisions = 1 Corps

    5. Movement:
    Armies can march 100 miles per day
    Armies can move 500 miles per day by railroad
    Armies position within 25 miles of a railroad do not need wagon trains to resupply in friendly territory

    6. Ranks: MAJOR GENERAL: A major general had the command and administrative responsibilities for an infantry division. He had to ensure that his division was well cared for and ready to fight when needed. In battle, he commanded his division by issuing orders to his brigade commanders on where to position their troops.
    BRIGADIER GENERAL: A brigadier general had the command and administrative duties for an infantry or cavalry brigade, made up usually of four regiments. He had to keep his men in good condition and ready to fight. In battle, he led his brigade by instructing his regiments on where to fight.
    COLONEL: A colonel had the command and administrative duties for an infantry, cavalry, or artillery regiment, made up of varying numbers of companies. The colonel was expected to lead his regiment into battle personally to ensure that it performed to its utmost ability. For this reason, colonels were often killed or wounded in action.
    LIEUTENANT COLONEL: A lieutenant colonel was the second in command of an infantry, cavalry, or artillery regiment. He had to assist the colonel in all duties, and in battle, he helped lead the regiment into the fight. If the colonel was killed or wounded, the lieutenant colonel immediately took command of the regiment.
    MAJOR :A major was third in command of an infantry, cavalry, or artillery regiment and assisted the colonel in administrative and combat duties. In battle, an infantry major led the regimental attack, positioning himself at the front with the color guard. If the colonel and the lieutenant colonel were killed or wounded, the major took command of the regiment.
    CAPTAIN :A captain had command of a company of infantry or cavalry, or an artillery battery of guns. In addition to his administrative duties, an infantry captain led his company into battle by giving the proper commands for the movement and fighting of his troops, in concert with the other companies in the regiment.
    LIEUTENANT: Lieutenants were second in command of infantry and cavalry companies and artillery batteries. Infantry lieutenants assisted the company captain in their positions behind the line of battle by guiding the troops in their movements and firing.
    SERGEANT MAJOR: A sergeant major was a regimental staff member responsible for keeping reports for the regiment. In battle, he advanced on the left, behind the line of battle, to help guide troop movement.
    SERGEANT: Sergeants served either in the regimental color guard or in the individual companies of the regiment. There could be divisions, related to administrative duties, within the rank—for example, first sergeant, ordnance sergeant, and quartermaster sergeant. Infantry sergeants advanced either in or behind the line of battle, depending on individual responsibilities. They helped guide troop movements and kept the men in their positions by example and force of command.
    CORPORAL: Corporals served either in the regimental color guard or in the individual companies of the regiment. During combat, infantry corporals who were not part of the color guard were positioned in the line of battle. They helped to keep a uniform line in the movement of the company. Privates looked to corporals to help guide them during combat.
    PRIVATE: Privates served as the backbone of the army and did most of the fighting in battle. Privates moved together shoulder to shoulder in straight battle lines and acted on the commands of their company officers. Privates rarely acted independently but rather worked as a group with the single purpose of fighting as a sheer force of numbers.

    Ships:

    Gunboat (Light)
    - 100 industrial points must be coastal town, $500

    * Wooden hull
    * 5 guns x 6 Ib guns
    * Small and fast
    * Available in river and coastal battles

    Torpedo Boat (Light) - 250 industrial points must be coastal town, $1000

    * Wooden hull
    * 3 x 6 Ib guns guns
    * Small and fast
    * Carries deadly torpedoes
    * Available in river and coastal battles

    Armored Frigate (Medium) - 500 industrial points must be coastal town, $2000

    * Armored plated
    * 14 x 12 Ib guns
    * Medium speed
    * Available in coastal battles
    * Size makes them unusable in river battles

    Ironclad (Heavy) - 1500 industrial points must be coastal town, $5000

    * Iron hull
    * 18 x 12 Ib guns
    * Slow
    * Available in river and coastal battles

    Military Organization:

    Fleet - 2 Battle Fleets/12-16 Ships

    Battle Fleet - 2 Squadrons/6-8 Ships

    Squadron - 3-4 Ships

    Single Ships can act alone

    Ranks:

    Admiral
    - Commander of a Fleet

    Commodore - Commander of a Battle Fleet

    Naval Captain - Commander of a Squadron and single ships

    Lieutenant - second-in-command on a ship, could be awarded command of a ship

    Commander - third-in-command of a ship, could be awarded command of a ship

    Ensign - Lowest officer on a ship, could not be awarded the command of a ship

    Seaman - Lowest rank on a ship, the worker

    Map Key
    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 









    Railroads

    Georgia - $550,000
    1. Dahlonega – 1,000 industrial points
    2. Atlanta – 10,000 industrial points
    3. Savannah – 2,000 industrial points

    Alabama – $450,000
    1. Montgomery – 2,000 industrial points

    Mississippi – $500,000
    1. Jackson – 2,000 industrial points

    Louisiana - $300,000
    New Orleans – 2,000 industrial points

    Tennessee - $550,000
    1. Memphis - 3,000 industrial points
    2. Nashville – 5,000 industrial points

    Virginia – $650,000
    1. Richmond - 6,000 industrial points
    2. Petersburg

    North Carolina - $350,000
    1. Raleigh - 3,000 industrial points

    South Carolina - $400,000
    1. Charleston - 1,500 industrial points

    Arkansas - $300,000
    1. Little Rock – 1,500 industiral points

    Florida – $250,000
    1. Tallahassee - 2,000 industrial points

    CSA Total:
    $1,350,000 per week in taxes
    13,667 points per week in industrial points
    -------------------------------------------
    Missouri – $150,000
    1. Jefferson City – SOUTHERN CONTROLLED
    2. St. Louis – 3,000 industrial points

    Illinois – $300,000
    1. Springfield – 1000 industrial points
    2. Chicago – 5,000 industrial points

    Ohio – $300,000
    1. Columbus – 4,000 industrial points

    Kentucky – $150,000
    1. Frankfort – 4,000 industrial points

    Michigan – $350,000
    1. Detriot - 4,000 industrial points

    Indiana – $350,000
    1. Indianapolis – 3,000 industrial points

    Pennsylvania – $500,000
    1. Philadelphia – 6,000 industrial points
    2. Gettysburg

    Maryland – $150,000
    1. Annapolis – 1,000 industrial points

    Deleware – $75,000

    New Jersey – $150,000
    Trenton – 3000 industrial points

    New York - $500,000
    Albany – 1,000 industrial points
    New York City – 6,000 industrial points

    Connecticut - $50,000
    Hartford – 1000 industrial points

    Rhode Island – $50,000
    Providence - 1000 industrial points

    Massachusetts – $350,000
    Boston – 3,000 industrial points

    Vermont – $50,000
    Montpelier – 2000 industrial points

    Maine - $50,000
    Augusta – 2000 industrial points

    New Hampshire – $100,000
    Concord – 2000 industrial points

    USA Total:
    $1,441,666 per week in taxes
    17,334 points per week in industrial points
    http://www.statemaster.com/states

    Wildcard Rules
    Confederate States of America
    Bonuses: +2 to volley rolls for increased accuracy, +1 charisma for all officers above the rank of Colonel, +1 to all battle rolls in the south.
    Drawbacks: Less money and industrial points to work with
    Wildcards:
    Slavery. Union armies in the south will have to deal with slaves attempting to defect to the Union. Their responses may affect stability back home
    Loyalists. There are still some anti-secesh southerners, they are not always non-violent about their opinions.

    United States of America
    Bonuses: Starts with more available resources. Starts with the navy. +1 to all battle rolls in the north
    Drawbacks: Less skilled troops
    Wildcards:
    Riots: The north is susceptible to riots. +1 to unrest rolls after a battle is lost.
    Democrats: Democrats in the north constantly push for peace with the south. -1 to draft rolls.

    Battle Rules

    Morale
    Each unit starts with a morale counter at 100%, more if a charismatic general is nearby. Distinguished units or veteran units can start with more than 100% morale. Highly successful armies can also start with more as a whole depending on their level of prior success. The same is also true for starting with less than 100%. Morale rolls will be done for units depending on the size of the battle. Larger battles may receive rolls on a regimental level while smaller battles may receive company rolls. Player controlled sub-units always receive an individual roll. Here’s how morale works:
    100% - fearless
    90% - doing fine
    80% - still fine
    70% - still fine
    60% - wavering, -1 rolls on volleys
    50% - wavering, -1 rolls on volleys
    40% - wavering -2 rolls on volleys, -1 roll on charges
    30% - wavering -2 to volley rolls, -2 on charges
    20% - broken, forced to tactical retreat
    10% - routed, the unit is in complete disarray

    Gaining Morale
    Outfiring enemy units - +5%
    Successful Bayonet charge +10%
    Colonel or above in line of fire - +10%
    Breaking an enemy unit - +15%
    Routing an enemy unit - +25%

    Losing Morale
    Targeted by enemy artillery -x%
    Being outfired by enemy units -5%
    Losing in a melee – instant tactical retreat
    Losing more than 25% of the unit -10%
    Losing more than 50% of the unit -25%
    Losing officers:
    -3% Leiutenant
    -5% Captain
    -7% Major
    -10% Colonel
    -15% General

    Death Rolls:
    Death rolls really depend on how the unit is operating or what the unit is doing. Every character in the line of fire gets a death roll. Different actions may necessitate slight modifications:

    1-7 = unscathed
    8-12 = wounded, nonfatal
    13-17 = wounded, loss of limb
    18-10 = death

    Terrain
    Hills – offer a +3 to all volley rolls, +5 to all artillery rolls
    Swamps – offer a -5 to all charge rolls
    Thick forest – offers a -2 to volley rolls
    Thick brush – offers a -2 to charge rolls

    Battle Dynamics
    The infantry carry an average of 40 rounds apiece when fully supplied. This may be less if supply trains are disrupted.
    Cannon ammunition will follow similar rules, but with shot shared for all batteries. If fully supplied, each battery will have 50 rounds apiece.
    Rate of Fire: Regular infantry can fire 3 shots in 1 minute. Draftees will fire 66% slower than regular troops until they gain real battle experience. Carbines can fire 4 shots per minute. Cavalry in general has superior firepower in close range against infantry.
    Fire Effectiveness: Battle rolls will include rolls for accuracy.
    700+ yards -5 volley rolls
    600 yards -4 volley rolls
    500 yards -3 volley rolls
    400 yards -2 volley rolls
    200-300 yards -1 volley rolls
    50 yards +1 volley rolls
    Artillery rate of fire: rate of fire is the same for canister or regular shot, but the accuracy and range is different

    Regular Shot
    6 pdr: (1000+ yards -4) (900 -3) (800 -2) (700 -1) (200 or closer, +1)
    12 pdr: (1,500+ yards -4) (1,200 -3) (1,100 – 2) (900 -1) (400 or closer, +1)
    24 pdr: (movement penalty) (2,000+ yards -4) (1,700 -3) ( 1,500 -2) (1,300 -1) (600 or closer +1)

    Cannister
    400+ yards -5
    300 yards -3
    200 yards -2
    100 yards or closer - +1

  2. #2

    Default Re: The Blue and Gray - Rules

    The rules are subject to modification as needed in game.

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